\documentclass[green]{castle}
\begin{document}

\name{\gEconomics{}}

Some materials possessions are impractical to carry in person: a thousand tons of steel, a hundred graduate students, a tank.  A system of trade routes has been implemented to accommodate this sort of trade.  The logistics are too time consuming to allow immediate trade; instead all trades will be processed at certain points over the course of the game.

\subsection*{Trading}

{\bf Resources}, which are large scale goods of various types, are represented by non-transferable green item cards.  To exchange these items, you must sign a trading agreement, which is a irrevocable notification to your dockmasters to send the indicated items by airship.  To perform such a trade, follow the following steps.

\begin{itemize}
\item Take a trading agreement sheet from the TRADE folder in the common room.\\
\item Fill out the form with the items being exchanged.  Include more lines if necessary.\\
\item Find a witness who is not part of the agreement to oversee the signings.\\
\item Have all parties and the witness sign the sheet.  You may not sign if you do not possess the resources you have promised in the agreement.  All parties, including the witness must be present at the signing.  Once the final signature is added, the trade is considered to have been implemented.\\
\item Immediately drop off the items traded and the sheet into the COMPLETED TRADES folder in the common room.  The trade will be processed at the end of the trading phase.
\end{itemize}

\subsection*{Phases}

\begin{itemize}
\item Phase 1: T+0:00 to T+2:00\\
\item Phase 2: T+2:00 to T+3:00\\
\item Phase 3: T+3:00 to T+3:30\\
\item Phase 4: T+3:30 to T+4:00 (delivery post-game)
\end{itemize}

There are three phases that represent the time it takes to exchange resources.  Trades will be ordered throughout a trading phase and will be processed at the end of the trading phase.  The items will be available to be picked up 15 minutes after the end of the trading phase.

\subsection*{Cargo Loss}

Trade is subject certain failure modes, notably piracy and sabotage.  Because of the speed at which trading is implemented, these are only risks if the pirates or saboteurs know where your shipments are heading and what is being traded so that they can attack the right vessels.

%Several rounds. (Two or four.)
%
%1) Submit agreements for any number of transfers at once (resource, sender, recipient). All senders must sign. Submit to envelope by end of hour.
%
%2) Resource processing. Owner, resource, process ability.
%
%3) Piracy: Name resource, source, destination. Get half of resources transferred this way during this round. Pirates will have a limited number of uses. Can only use one use on a give trade in a round.
%
%Players cannot pirate shipments they send.
%
%Imply that there are multiple pirates. Describe the rules in some way that does not obviously limit the number of pirates.
%
%Can also have the ability to shoot down shipments. Like piracy, but the resources are lost instead of stolen.

\end{document}
